/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
template<typename PassShadersType> void AddGraphicsPipelineStateInitializer ( const [FPSOPrecacheVertexFactoryData](API\Runtime\Engine\FPSOPrecacheVertexFactoryData) & VertexFactoryData, const [FMaterial](API\Runtime\Engine\FMaterial) &__restrict MaterialResource, const [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) &__restrict DrawRenderState, const [FGraphicsPipelineRenderTargetsInfo](API\Runtime\RHI\FGraphicsPipelineRenderTargetsIn-) &__restrict RenderTargetsInfo, PassShadersType PassShaders, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, EPrimitiveType PrimitiveType, EMeshPassFeatures MeshPassFeatures, bool bRequired, [TArray](API\Runtime\Core\Containers\TArray)< [FPSOPrecacheData](API\Runtime\Engine\FPSOPrecacheData) > & PSOInitializers )